123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217 |
- /*
- * 2D Physic Engine
- * app.cpp: basic application handling.
- * Based on pikuma.com Learn Game Physics Engine Programming course.
- * Copyright (c) 2022 986-Studio. All rights reserved.
- *
- * Created by Manoël Trapier on 07/06/2022.
- */
- #include <app.h>
- #include <graphics.h>
- #include <imgui.h>
- #include <imgui_sdl.h>
- #include <imgui_impl_sdl.h>
- #include <physics/constants.h>
- #include <physics/particle.h>
- #include <physics/vec2.h>
- #include <physics/force.h>
- #include <SDL.h>
- void application::parseParameters(int argc, char *argv[])
- {
- // Nothing to do for now
- }
- void application::setup()
- {
- this->running = graphics::openWindow();
- this->millisecsPreviousFrame = SDL_GetTicks();
- this->particles.push_back(new particle(200, 200, 1, 6));
- this->particles.push_back(new particle(500, 500, 20.0, 20));
- }
- void application::input()
- {
- SDL_Event event;
- while(SDL_PollEvent(&event))
- {
- //ImGui_ImplSDL2_ProcessEvent(&event);
- //ImGuiIO &io = ImGui::GetIO();
- switch(event.type)
- {
- case SDL_QUIT:
- this->running = false;
- break;
- case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_ESCAPE)
- {
- this->running = false;
- }
- if (event.key.keysym.sym == SDLK_UP) this->pushForce.y = -50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_RIGHT) this->pushForce.x = 50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_DOWN) this->pushForce.y = 50 * PIXELS_PER_METER;
- if (event.key.keysym.sym == SDLK_LEFT) this->pushForce.x = -50 * PIXELS_PER_METER;
- break;
- case SDL_KEYUP:
- if (event.key.keysym.sym == SDLK_UP) this->pushForce.y = 0;
- if (event.key.keysym.sym == SDLK_RIGHT) this->pushForce.x = 0;
- if (event.key.keysym.sym == SDLK_DOWN) this->pushForce.y = 0;
- if (event.key.keysym.sym == SDLK_LEFT) this->pushForce.x = 0;
- break;
- case SDL_MOUSEBUTTONDOWN:
- if (event.button.button == SDL_BUTTON_LEFT)
- {
- this->leftButtonPressed = true;
- }
- break;
- case SDL_MOUSEBUTTONUP:
- if (event.button.button == SDL_BUTTON_LEFT)
- {
- if (this->leftButtonPressed)
- {
- vec2 impulseDirection = (particles[0]->position - this->mouseCursor).unitVector();
- double impulseMagnitude = (particles[0]->position - this->mouseCursor).magnitude() * 5.0;
- particles[0]->velocity = impulseDirection * impulseMagnitude;
- }
- this->leftButtonPressed = false;
- }
- break;
- case SDL_MOUSEMOTION:
- this->mouseCursor.x = event.motion.x;
- this->mouseCursor.y = event.motion.y;
- break;
- }
- }
- }
- void application::syncAndDeltatime()
- {
- waitTime.start();
- /* Let's make sure we are running at the expected framerate */
- uint32_t now = SDL_GetTicks();
- int32_t timeToWait = MILLISECS_PER_FRAME - (now - this->millisecsPreviousFrame);
- if ((timeToWait > 0) && (timeToWait <= MILLISECS_PER_FRAME))
- {
- SDL_Delay(timeToWait);
- }
- this->deltaTime = (SDL_GetTicks() - this->millisecsPreviousFrame) / 1000.0;
- /* clamp maximum deltatime to avoid weird behaviours */
- if (this->deltaTime > 0.016)
- {
- this->deltaTime = 0.016;
- }
- this->millisecsPreviousFrame = SDL_GetTicks();
- waitTime.stop();
- }
- void application::update()
- {
- this->syncAndDeltatime();
- updateTime.start();
- for (auto part:this->particles)
- {
- vec2 friction = force::generateFrictionForce(*part, 20);
- part->addForce(friction);
- }
- vec2 attraction = force::generateGravitationalForce(*this->particles[0], *this->particles[1],
- 1000, 5, 100);
- this->particles[0]->addForce(attraction);
- this->particles[1]->addForce(-attraction);
- for (auto part:this->particles)
- {
- part->integrate(deltaTime);
- }
- for (auto part:this->particles)
- {
- // check the particles position and keep the particle in the window.
- if ( ((part->position.y - part->radius) <= 0) ||
- ((part->position.y + part->radius) >= graphics::height()))
- {
- if ((part->position.y - part->radius) <= 0)
- {
- part->position.y = part->radius;
- }
- else
- {
- part->position.y = graphics::height() - part->radius;
- }
- part->velocity.y = -part->velocity.y;
- }
- if ( ((part->position.x - part->radius) <= 0) ||
- ((part->position.x + part->radius) >= graphics::width()))
- {
- if ((part->position.x - part->radius) <= 0)
- {
- part->position.x = part->radius;
- }
- else
- {
- part->position.x = graphics::width() - part->radius;
- }
- part->velocity.x = -part->velocity.x;
- }
- }
- updateTime.stop();
- }
- void application::render()
- {
- renderTime.start();
- graphics::clearScreen(0xFF0F0721);
- if (this->leftButtonPressed)
- {
- graphics::draw::line(this->particles[0]->position.x, this->particles[0]->position.y,
- this->mouseCursor.x, this->mouseCursor.y, 0xFFFFFFFF);
- }
- graphics::draw::fillCircle(this->particles[0]->position.x, this->particles[0]->position.y,
- this->particles[0]->radius, 0xFFAA3300);
- graphics::draw::fillCircle(this->particles[1]->position.x, this->particles[1]->position.y,
- this->particles[1]->radius, 0xFF00FFFF);
- graphics::draw::text(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime.get());
- graphics::draw::text(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime.get());
- graphics::draw::text(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime.get());
- graphics::draw::text(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime.get() + updateTime.get() + renderTime.get()), deltaTime);
- graphics::renderFrame();
- renderTime.stop();
- }
- void application::destroy()
- {
- // Nothing for now.
- for (auto part:this->particles)
- {
- delete part;
- }
- graphics::closeWindow();
- }
|